City tasks
Material Composing
Turn crafting materials into their next level, three at a time.
Material Composing opens the Items bag’s Equipment tab and works down your crafting materials, composing three of one level into one of the next up — the lowest level with three to spend first, moving to the next material once one runs out.
Where to find it: Instances ▸ open an instance ▸ Duties ▸ Daily activities ▸ Material composing ▸ ⚙. It is a duty, not a plan task: it has no card in Task setup and no chip on the plan shelf.
- Composes per run
- Reset task settings
- Record line
- Reset records
- Done
Set it up
- Open the instance and go to the Duties tab. Press Daily activities in the row of buttons under the headline to scroll to the card.
- Optional: click Material composing or its ⚙, open Task setup and set Composes per run. Press Done.
- Flip the row's switch to ON.
- Start the instance from Overview. Duties only take turns while the instance is running.
The row
ON / OFF
The row's switch, at its start. ON: the duty takes its turn whenever it comes due. OFF: it never runs, and nothing waits for it. Default: OFF. Your settings and its record are kept while it is off.
Material composing
The row's name, beside its icon. Clicking the name opens the settings window, the same as ⚙.
Gift badge
A small gift icon right after the name, shown only while Reward claims is on and this row is switched on — it reports where today’s round of this activity stands on the game’s own Activity board. Faded: not looked at yet today. Plain: looked at, not done. Gold ring: the bot claims it, unconfirmed. Gold dot: done, with a reward waiting. Green check: the game confirms it. Orange cross: the bot ran it, but the game disagreed. With Reward claims off, the badge stays hidden — nothing is reading the board.
Status chip
What the duty is doing, in words, with a small lamp beside it: Off; Due (waiting for its turn); Running; Done 14:05 (had a turn today, at that time); Retrying 14:40 (a turn failed, and it is waiting before it tries again); Skipped (the bot could not start it, with the reason added underneath); Held (waiting on its own settings); or Standing down (Solo is on for a task). Hover the chip for the full reason.
Summary line
The line under the name repeats your schedule: Once per game day, or Every Nh on an interval (just Every hour when N is 1). It adds before plan tasks or up to N× a day when those are set.
⚙
The settings button at the end of the row, drawn as a set of sliders — the row's name opens the same window. Hover text: Settings for this duty — when it runs, and how it behaves.
The settings window
The ⚙ opens a window titled Material composing with two tabs, Schedule and Task setup. Hover any control for its tooltip.
Schedule
How often
Two segments, Once a day and Every few hours. Once a day takes one turn per game day, which ends at the daily reset (00:00 US Pacific time). Every few hours keeps coming back on an interval. Default: Once a day.
Run before plan tasks
Shown only while How often is Once a day. Off, the row waits for free time and only pushes into a busy plan as the reset gets close. On, it runs before the plan's first task of the day, together with every other row you tick, in board order. Default: off.
Come back every
Shown only while How often is Every few hours. 1–24 hours, measured from the last time the row actually ran rather than from a fixed clock, so a turn that was cut short does not lose its place. Default: 6 hours.
Run cap
Shown only while How often is Every few hours. Reads Use up to … per Game day: the most times the row may run in one game day, 0–99. At 0 it reads No cap and the row runs as often as its interval allows. Default: No cap.
Retry when it fails
1–10 tries a day: how many times a failed turn is tried before the row is left until its next window, with a longer wait between each try. 1 means don't retry. Default: 3.
Reset schedule
Puts the Schedule tab back to the row's shipped defaults and closes the window. The Task setup tab keeps what you set.
Task setup
Composes per run
How many times to press Compose in one run, 1–200 (step 5). Default: 3. Each compose turns three of a material into one of the next level up; the run starts at the lowest level that still has three to spend and works upward, moving to the next material once one is used up. It never presses Compose All.
Reset task settings
On the Task setup tab. Asks Put this duty's task settings back to this duty's shipped defaults? — Reset puts them back and closes, leaving the schedule alone; Cancel keeps them.
Footer
Record line
Left of the footer buttons: what the row has recorded about its own turns — for example Had its turn today, 2 turns today, Backing off until 14:32 after 2 fails, Last turn at 09:14 — or Nothing recorded yet. Long lines are shortened; hover for the whole line.
Reset records
Forgets what the row remembers about its turns — whether it ran today, how many turns it took, any wait after a failure — so it can take another turn. It asks first (Reset them / Cancel) and acts at once, without closing the window. Nothing in the game changes and your settings are untouched. Greyed out while nothing is recorded.
Done
Saves the window and closes it. The ✕ in the title bar, or Esc, closes it without saving.
How it runs
- It opens the Items bag and switches to its Equipment tab — no City Mapper building is needed, since the Items bag opens from the game’s own menu.
- It sweeps down the tab looking for composable materials (a small upgrade badge on the tile), taps one, identifies which material it is, and works every level of that material—from the lowest with three to spend upward—before moving on.
- It stops once your Composes per run count is spent, once three materials in a row have nothing left to compose, or once it reaches the end of the composable materials and the rest of the tab is gear.
- It reports how many composes it actually made, or that there was nothing left to compose.
- When several duties are ready at the same moment, Daily activities goes after Protection and Buffs, and before Reward claims and Common tasks.
- Every turn is written to the Activity Monitor on the Overview tab, in the words quoted on this page.
Examples
- Steady trickle (any account): leave the shipped 3 composes and switch the row on — a small, safe daily pass through whatever has built up three-deep.
- Clear a backlog (Ember Keep): raise Composes per run toward its 200 ceiling for one run after a big haul, then bring it back down for the daily grind.
Each compose is three materials for one and cannot be undone — set Composes per run to what you actually want spent, especially if you are holding a low level back for something else.
Troubleshooting
It says nothing left to compose.
None of your materials currently have three of any level to spend — normal once you have cleared a backlog. It picks up again as more materials come in.
Did it compose the level I wanted?
It always starts at the lowest level that has three to spend and works upward, and it never touches a material you have fewer than three of at any level — there is no way to target one level and skip another on the same material.